Comments (2)
Supports are the attachment points that are closest to the player. These are found in the underlying frozen world DLL with FrozenWorld_Step_GatherSupports, and used to compute the player's pose.
Relevance is used to determine which attachment points are most important to use when calculating poses. The closer the attachment point is to the player, the closer it will be to 1.
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Thank you, Jackson I appreciate the answer. I am porting the plugin to .NET to use in a native render engine. My goal in the port is to first just get it working basically as it does in Unity. Once I understand what it is really doing, I expect to create a C++ API that is friendly with .NET and the Windows (HoloLens 2) world. I don't have any need for cross platform compatibility, so I want to optimize to the fullest extent possible in a .NET world. I am developing for USMC and that is a closed network. We can't use ARR because it is not deployed in Azure Gov/DOD. We have a standalone requirement (think edge compute).
As you seem familiar with the plugin, do you know where I might find documentation on its internals?
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Related Issues (20)
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